I just wanted to make a small game, in a short time. Kinda inspired by Ludum Dare, I made this within 3 days (not non-stop though =D), while recycling graphics from older projects of mine and code from my main project.So I started to program on a concept I wanted to do for a while now.This game uses a arcade gameplay to show the direction - however my final vision for this is much more elaborate/vast and not as much arcade, although action packed.Anyway, I'm done with this now and pretty busy with my main project again.

Nice game, but you should maybe let the different ships behave and especially move a bit more differently. As it is now, I quickly got a big tail of ships, all lumped together. That also caused the game to slow down quite a bit when I let many of the too close to me. Then it seem like the game tries to compensate for the low framerate, and goes into super high gamespeed for a second or so, making the ship fly clear across the whole world practically instantly.

The bullets are also very difficult to avoid. Maybe slow them down just a little bit so that it makes sense to try to avoid them.

Good graphics and sound, and is close to be quite fun to play as well.

Well... I'm gonna remember that for the future, but for now I'm liking frame-based programming very much. You cap your framerate to a solid 60, and then the game can never run at a different speed, unless the machine is not powerful enough, in which case it would just be slower... which is rightfully so, if the machine doesn't meet system requirements.

Don't like webstarts too much...Also never down a webstart; got a java.io.IOException: File too large exception, gave up =P

Applet I tried, like I said, but no idea where to put the jar, the external jars (not included in my jar, separate folder), the natives(also separate folder), how to write the html; even though it's Slick and should work without change of code, I just don't care enough to get it working.It ships the vm and an exe file, as well as an installer - meaning my windows version shall always be like your usual C++ game.I know that some of us geeks here use something else than windows, but in comparison... well you know the story.

Don't like webstarts too much...Also never down a webstart; got a java.io.IOException: File too large exception, gave up =P

Applet I tried, like I said, but no idea where to put the jar, the external jars (not included in my jar, separate folder), the natives(also separate folder), how to write the html; even though it's Slick and should work without change of code, I just don't care enough to get it working.It ships the vm and an exe file, as well as an installer - meaning my windows version shall always be like your usual C++ game.I know that some of us geeks here use something else than windows, but in comparison... well you know the story.

If you don't want to get a "java.io.IOException: File too large", don't use FatJar and things like that, split your application into several JARs.

Some people use Mac OS X too. I see you don't mind Linux and Mac OS X users, some of them aren't geeks, that's your choice. I hope that you won't do the same thing for your next projects.

Don't like webstarts too much...Also never down a webstart; got a java.io.IOException: File too large exception, gave up =P

Applet I tried, like I said, but no idea where to put the jar, the external jars (not included in my jar, separate folder), the natives(also separate folder), how to write the html; even though it's Slick and should work without change of code, I just don't care enough to get it working.It ships the vm and an exe file, as well as an installer - meaning my windows version shall always be like your usual C++ game.I know that some of us geeks here use something else than windows, but in comparison... well you know the story.

If you don't want to get a "java.io.IOException: File too large", don't use FatJar and things like that, split your application into several JARs.

Some people use Mac OS X too. I see you don't mind Linux and Mac OS X users, some of them aren't geeks, that's your choice. I hope that you won't do the same thing for your next projects.

To tell you the truth, I'm all for cross platforming... I mean its one of the reasons I use java to begin with.And with this project it wouldn't be difficult to port it really (aside from the fact that I have no mac to test)But with my main project I kinda lean towards concentration on windows primarily.

It's just economics, apart from public statistics which say something similar: my website has been visited by 95% windows users.So by default thats the amount of focus I should give the windows version.And my main project features video playback and stuff, code which just isnt portable at all. Which means you have to, at least for this part, write different code for all 3 platforms

It is quite fun to play but I think it would be better if I could move my ship with WSAD keys so that I could avoid enemy fire more easily. Maybe you could do that player can choose how he wants to move the ship.Some background would be nice, not just black color.Bottom line, nice game.

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